我有一个使用Swift -> SpriteKit制作的类似于水果忍者的游戏。在iOS 8上一切正常,但是在iOS 9上SKEmitterNode的行为有些奇怪。以下是我在这两个平台上刀光效果的结果:
这是我使用的包含全部选项的方法。对于两者而言,方法相同但结果不同。有什么建议可以让 iOS 9 的效果与 iOS 8 相同吗?
func emitterNodeWithColor(color:UIColor)->SKEmitterNode {
let emitterNode:SKEmitterNode = SKEmitterNode()
emitterNode.particleTexture = SKTexture(imageNamed: "spark.png")
emitterNode.particleBirthRate = 3000
emitterNode.particleLifetime = 0.2
emitterNode.particleLifetimeRange = 0
emitterNode.particlePositionRange = CGVectorMake(0.0, 0.0)
emitterNode.particleSpeed = 0.0
emitterNode.particleSpeedRange = 0.0
emitterNode.particleAlpha = 0.8
emitterNode.particleAlphaRange = 0.2
emitterNode.particleAlphaSpeed = -0.45
emitterNode.particleScale = 0.5
emitterNode.particleScaleRange = 0.001
emitterNode.particleScaleSpeed = -1
emitterNode.particleRotation = 0
emitterNode.particleRotationRange = 0
emitterNode.particleRotationSpeed = 0
emitterNode.particleColorBlendFactor = 1
emitterNode.particleColorBlendFactorRange = 0
emitterNode.particleColorBlendFactorSpeed = 0
emitterNode.particleColor = color
emitterNode.particleBlendMode = SKBlendMode.Add
return emitterNode
}
let emitter:SKEmitterNode = emitterNodeWithColor(color)
emitter.targetNode = target
emitter.zPosition = 0
tip.addChild(emitter)
这是我使用的包含全部选项的方法。对于两者而言,方法相同但结果不同。有什么建议可以让 iOS 9 的效果与 iOS 8 相同吗?
GameScene.convertPoint(GameScene.convertPoint(self.position, fromNode: self.parent!), toNode:GameScene.worldLayers[.UnderCharacter]!)
- Neel Sarwal